2a523f2ea2
Large sections of game logic are now working through libgdx instead of android libraries. There is still work to do but this is the first major step. Big changes include: - Graphics code is now through LibGDX (except for text rendering) - Initialization and screen-handling logic is now mostly through LibGDX - Audio is now through LibGDX - Input handling is now through LibGDX - Most misc functions are now through LibGDX
158 lines
3.1 KiB
Java
158 lines
3.1 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2019 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.utils;
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public class PointF {
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public static final float PI = 3.1415926f;
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public static final float PI2 = PI * 2;
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public static final float G2R = PI / 180;
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public float x;
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public float y;
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public PointF() {
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}
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public PointF( float x, float y ) {
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this.x = x;
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this.y = y;
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}
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public PointF( PointF p ) {
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this.x = p.x;
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this.y = p.y;
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}
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public PointF( Point p ) {
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this.x = p.x;
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this.y = p.y;
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}
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public PointF clone() {
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return new PointF( this );
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}
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public PointF scale( float f ) {
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this.x *= f;
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this.y *= f;
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return this;
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}
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public PointF invScale( float f ) {
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this.x /= f;
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this.y /= f;
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return this;
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}
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public PointF set( float x, float y ) {
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this.x = x;
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this.y = y;
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return this;
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}
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public PointF set( PointF p ) {
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this.x = p.x;
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this.y = p.y;
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return this;
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}
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public PointF set( float v ) {
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this.x = v;
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this.y = v;
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return this;
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}
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public PointF polar( float a, float l ) {
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this.x = l * (float)Math.cos( a );
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this.y = l * (float)Math.sin( a );
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return this;
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}
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public PointF offset( float dx, float dy ) {
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x += dx;
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y += dy;
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return this;
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}
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public PointF offset( PointF p ) {
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x += p.x;
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y += p.y;
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return this;
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}
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public PointF negate() {
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x = -x;
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y = -y;
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return this;
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}
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public PointF normalize() {
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float l = length();
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x /= l;
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y /= l;
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return this;
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}
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public Point floor() {
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return new Point( (int)x, (int)y );
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}
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public float length() {
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return (float)Math.sqrt( x * x + y * y );
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}
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public static PointF sum( PointF a, PointF b ) {
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return new PointF( a.x + b.x, a.y + b.y );
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}
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public static PointF diff( PointF a, PointF b ) {
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return new PointF( a.x - b.x, a.y - b.y );
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}
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public static PointF inter( PointF a, PointF b, float d ) {
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return new PointF( a.x + (b.x - a.x) * d, a.y + (b.y - a.y) * d );
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}
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public static float distance( PointF a, PointF b ) {
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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return (float)Math.sqrt( dx * dx + dy * dy );
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}
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public static float angle( PointF start, PointF end ) {
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return (float)Math.atan2( end.y - start.y, end.x - start.x );
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}
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@Override
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public String toString() {
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return "" + x + ", " + y;
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}
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@Override
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public boolean equals(Object o) {
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if (super.equals(o))
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return true;
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return o instanceof PointF && (((PointF)o).x == x && ((PointF)o).y == y);
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}
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}
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